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Future pvp theme

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Ombra:

--- Quote from: skejwen on April 17, 2010, 01:16:32 AM ---FoT graphics are 2d sprites. Also they are in different angles than in Fo1/Fo2.

--- End quote ---

Really? I always thought FoT charas was 3D...

Anyway, I like the tactical improve idea, like "chess"  :)

Avant:
Topic is" Future pvp theme, not "what games you like to play".

Ombra:

--- Quote from: Avant on April 17, 2010, 03:28:54 PM ---Topic is" Future pvp theme, not "what games you like to play".

--- End quote ---

Worst moderator intervention ever.

I quoted a Game Master, and agree the idea of tactical improvement of PvP, so where's the OT exactly? - Avant : I just want you to stay on the topic, and discussion about games you started, simply did not look like a continuation of topic subject.

Badger:
I really do think the idea of 'classes' is the way to go. Not strict classes, but rough outlines that people can build on.

Say, a 'Gunslinger' class. Someone who has very low AP attacks with pistols, and just keeps blasting away. He'd get perks that reduce pistol AP cost, increase unaimed critical chance, reduced AP penalties for aimed shots using pistols, better AC when he has a pistol out. That sort of thing.

Or an assault class. This guy would get perks for a tighter burst cone (making burst more effective at long range), reduced burst AP cost, better AC when he's armed with a rifle.

Or Sniper. Perks for automatic DR reduction on aimed rifle shots.

Or Doctor. Perks for reduced healing timeout, no weakening timeout when you heal, medical items are craftable without the first aid book, etc.

These are all just rough ideas, and they'd need balancing, but it'd be nice to have greater gameplay variation, rather than just another more criticals lifegiver

avv:

--- Quote from: Badger on April 17, 2010, 06:54:28 PM ---I really do think the idea of 'classes' is the way to go. Not strict classes, but rough outlines that people can build on.

Say, a 'Gunslinger' class. Someone who has very low AP attacks with pistols, and just keeps blasting away. He'd get perks that reduce pistol AP cost, increase unaimed critical chance, reduced AP penalties for aimed shots using pistols, better AC when he has a pistol out. That sort of thing.

Or an assault class. This guy would get perks for a tighter burst cone (making burst more effective at long range), reduced burst AP cost, better AC when he's armed with a rifle.

Or Sniper. Perks for automatic DR reduction on aimed rifle shots.

Or Doctor. Perks for reduced healing timeout, no weakening timeout when you heal, medical items are craftable without the first aid book, etc.

These are all just rough ideas, and they'd need balancing, but it'd be nice to have greater gameplay variation, rather than just another more criticals lifegiver

--- End quote ---

Sounds neat, especially that gunslinger dude. However how would these classes cope with our profesions? Players could have their economical profesion and fighting profesion. That's one of the roadblocks that's been causing problems since forever: if you're a profesional armorer, you can't be good at pvp. This is why people make alts, or don't make alts and don't participate in pvp. Separated pvp and economical classes wouldn't gear the game away from original fallout because fallout devs had rough choices for similar system.

Player in fallouts had his fighting style and his economical style in a way. Barter, gambling and steal were all economical skills. However the game ended up encounter farming being the best choice of getting stuff.

In addition, anyone living in wasteland has to know how to fight even if he's some sort of profesional, or have someone fight for him. Otherwise he'd be dead and that's what no-pvp chars keep doing when they meet someone who wants to fight.

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